cool. thx for the tip, now is totally working fine.

Ronald

On Sep 24, 1:30 pm, "Rob Bateman" <[EMAIL PROTECTED]> wrote:
> hey ron
>
> For future reference - cloneAll does what you want without hacking :)
>
> atb
>
> Rob
>
>
>
> On Wed, Sep 24, 2008 at 8:26 PM, Fabrice <[EMAIL PROTECTED]> wrote:
>
> > ah nice to see, you've adapted :))
>
> > clone is not duplicating the mesh info fully.
> > Its referencing the vertices to save data.
> > Thats why it was affecting all the other clones...
>
> > Fabrice
>
> > On Sep 24, 2008, at 9:09 PM, ron wrote:
>
> >> And I just change the Mesh code's clone method, so that it also clones
> >> the geometry instead of just assigning the reference to it, and it
> >> seems that it fixes the problem, only the object I selected will
> >> rotate. I just don't have knowledge on the design behind the code of
> >> not cloning a geometry when you clone the Mesh..
>
> >> Ronald
>
> >> On Sep 24, 11:57 am, ron <[EMAIL PROTECTED]> wrote:
>
> >>> Thx for replying!.
>
> >>> I just try the applyRotations() function. And this is the problem I
> >>> see..
>
> >>> My objects are all "cloned" out of a single master object. What I see
> >>> is that when I call that applyRotations() function of a rotated
> >>> object, all instances got rotated.. the rotations however is correct.
>
> >>> Is there any easy/built-in way to work around that??
>
> >>> Ronald
>
> >>> On Sep 24, 11:23 am, Fabrice <[EMAIL PROTECTED]> wrote:
>
> >>>  then use myOb as Mesh.applyRotations();
>
> >>>  Fabrice
> >>>> On Sep 24, 2008, at 7:21 PM, ron wrote:
>
> >>>  Actually, let me rephrase that..
>
> >>>  I don't want my object to rotate using the model's coordinate system,
> >>>>> since it has its own pivot..
>
> >>>  I just want when I rotate the cube, its own coordinate system will not
> >>>>> rotate also.
>
> >>>  Ronald
>
> >>>  On Sep 24, 10:11 am, ron <[EMAIL PROTECTED]> wrote:
>
> >>>>>> Hi,
>
> >>>  I am trying to rotate a object3d, and neither using rotationX/Y nor
> >>>>>> pitch/yaw gives me the result that I expect.
>
> >>>  The issue seems that these functions will rotate the object's own
> >>>>>> coordinate system.
>
> >>>  For example, when I rotate the obj around the y-axis (a horizontal
> >>>>>> rotation), then I want to rotate the object around the x-axis. At
> >>>>>> this
> >>>>>> point, from my point of view, the x-axis become the z-axis and the
> >>>>>> rotation looks to me like it is rotating around the z-axis.
>
> >>>  Are there functions that allow me to rotate object, but using the
> >>>>>> whole model's coordinate system? Since these rotation actions are
> >>>>>> initiated by user (me), it only makes sense if it rotates according
> >>>>>> to
> >>>>>> the global coordinate system.
>
> >>>  thx.
> >>>>>> Ronald
>
> --
> Rob Bateman
> Flash Development & Consultancy
>
> [EMAIL PROTECTED]

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